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using System;
using System.Collections.Generic;
using UnityEngine;
public class CharacterCreatorHandler : MonoBehaviour
{
public static CharacterCreatorHandler instance;
public PlayerFace[] playerFaces = new PlayerFace[10];
public PlayerFace[] selectedPlayerFaces = new PlayerFace[4];
public int[] selectedFaceID = new int[4];
public List<int> lockedPortraits;
public Action lockedPortraitAction;
public Action<int> faceWasUpdatedAction;
public void LockPortrait(int portrait)
{
lockedPortraits.Add(portrait);
lockedPortraitAction?.Invoke();
}
public void ReleasePortrait(int porttrait)
{
for (int i = 0; i < lockedPortraits.Count; i++)
{
if (porttrait == lockedPortraits[i])
{
lockedPortraits.RemoveAt(i);
break;
}
}
lockedPortraitAction?.Invoke();
}
private void ReleaseAllPortraits()
{
lockedPortraits.Clear();
lockedPortraitAction?.Invoke();
}
private void Awake()
{
instance = this;
for (int i = 0; i < playerFaces.Length; i++)
{
playerFaces[i].LoadFace(i.ToString());
}
for (int j = 0; j < selectedFaceID.Length; j++)
{
selectedFaceID[j] = PlayerPrefs.GetInt("SelectedFace" + j);
SelectFace(j, playerFaces[selectedFaceID[j]], selectedFaceID[j]);
}
}
internal void SelectFace(int faceID, PlayerFace selectedFace, int faceSlot)
{
selectedFaceID[faceID] = faceSlot;
PlayerPrefs.SetInt("SelectedFace" + faceID, selectedFaceID[faceID]);
selectedPlayerFaces[faceID] = selectedFace;
}
public PlayerFace GetFacePreset(int faceID)
{
return playerFaces[faceID];
}
public bool SomeoneIsEditing()
{
for (int i = 0; i < base.transform.childCount; i++)
{
if (base.transform.GetChild(i).gameObject.activeSelf)
{
return true;
}
}
return false;
}
internal void SetFacePreset(int faceID, PlayerFace currentPlayerFace)
{
playerFaces[faceID] = PlayerFace.CopyFace(currentPlayerFace);
playerFaces[faceID].SaveFace(faceID.ToString());
faceWasUpdatedAction?.Invoke(faceID);
}
public void EditCharacterLocalMultiplayer(int playerId, int portraitID, GameObject objectToEnable, PlayerFace currentFace)
{
LockPortrait(portraitID);
CharacterCreator component = base.transform.GetChild(playerId + 1).GetComponent<CharacterCreator>();
component.playerActions = PlayerManager.instance.players[playerId].data.playerActions;
component.inputType = PlayerManager.instance.players[playerId].data.input.inputType;
component.gameObject.SetActive(value: true);
component.playerID = playerId;
component.objectToEnable = objectToEnable;
component.currentPlayerFace = currentFace;
component.portraitID = portraitID;
component.SpawnFace(currentFace);
}
public void EditCharacterPortrait(int portraitID, PlayerFace currentFace)
{
LockPortrait(portraitID);
MainMenuHandler.instance.Close();
CharacterCreator component = base.transform.GetChild(0).GetComponent<CharacterCreator>();
component.inputType = GeneralInput.InputType.Either;
component.currentPlayerFace = currentFace;
component.gameObject.SetActive(value: true);
component.playerID = 0;
component.portraitID = portraitID;
component.SpawnFace(currentFace);
}
public void CloseMenus()
{
for (int i = 0; i < base.transform.childCount; i++)
{
base.transform.GetChild(i).GetComponent<CharacterCreator>().Close();
}
ReleaseAllPortraits();
}
public void EndCustomization(int playerId = -1)
{
if (playerId == -1)
{
GetComponentInChildren<CharacterCreator>(includeInactive: true).Finish();
base.transform.GetChild(0).gameObject.SetActive(value: false);
}
}
}
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